[ddevec]
- Change core structure eliminating multi-threading between threads.
- Removed ChainOnObject() from landblock, make GetObject() public.
- Simplified Action code to reflect for new threading model.
[Ripley]
- Fix AppVeyor issues.
[Ripley]
- Fix Landblock loading of weenie instance position data.
[Ripley]
- Updated EmoteCategory, EmoteType, and SpellType enums.
- Add CombatStyle enum.
- Rebased SQL scripts.
- Changed all PropertyInt properties from uint to int. ** NOTE: ACE-World database version required to be 0.2.7 or higher from this point forward. **
- Todo/Fixme: Combat Stances don't work properly due to GetInventoryItem issue.
- Cleaned up StyleCop issues.
- Updated README with ACE-World requirement.
[Mogwai]
- implemented updating of weenies in ace-world necessary for crowd-sourced content creation
- added database unit tests to AppVeyor build
[OptimShi]
- Updated DatLoader.FileTypes.SetupModel to more closely represent what is in the client. Also added additional structures to this to fully read the file.
[Mogwai]
- Loads of new JSON property renaming
- New API definitions stubbed, some implemented
[fantoms]
- Changed an exception in AuthApi, to prevent the server from crashing on a bad account.
- API Updates for roles in token, you should now be closer to using the correct
[AceAuthorize(AccessLevel)]
reflection with Api functions.
- Api will take the first subscription's accesslevel, when checking roles; this should probably be set to take the highest level. AccessLevel of Player (0) is used when a subscription is missing.
[OptimShi]
- Fixed bug with Equipment Mask enum that was causing Greaves/Lower Leg Armor not to appear on character
[Mogwai]
- API Host Updates for consistency and messaging.
- Defined and implemented Content API.
- Started the Weenie API definition.
- removed the old/unused web project.
[Ripley]
- @Slushnas found WebApp.Start error in ACE.AuthApi.Host: Changed ACE.Api.Startup to ACE.AuthApi.Startup to fix domain error.
- AuthServer Changes:
- AuthServer needs a publicly accessible address to point connecting clients if you're trying to use the server outside of a localhost/internal lan only environment.
- The current defaults basically point everything to "http://+:8001" which fails to resolve. So the following changes have been made..
- Changed AuthServer.Url to AuthServer.ListenUrl
- Added AuthServer.PublicUrl
- Typically, you'll leave the AuthServer.ListenUrl to the default, but you'll want to change AuthServer.PublicUrl to either of the following:
- The externally accessible address of the AuthServer so that clients from the internet can authenticate. or
- localhost or the internal lan address so only those inside the local network/local machine can authenticate.
[Jyrus]
- Fix a typeo in ACE.AuthApi.Host, as it was attempting to start the API host in place of the AuthAPI host
[fantoms]
- Changed build output path for Api.Host and AuthApi.Host projects, in an attempt to share the server config for debug and build.
- Added simple service configuration function to Api.Common, to load the initial config for Api host apps.
- Updated README.md to include additional instructions for Api host support.
- Added a few null checks to prevent crashes in the AuthApi login function.
- Added a config error check on the cmd line launcher, for ease of use.
- Added config examples that are open to the world.
[Jyrus]
- Add the initial set of CoinValue in Container.cs to the value of contained Coins
- Modified item move, drop, and pickup methods to account for pyreal changes using StackOverflow's UpdateCurrencyClientCalculations();
[Mogwai]
- Authentication overhaul is done. Please note there are significant changes to the Readme file.
[Jyrus]
- Created WO.StackUnitValue and WO.StackUnitBurden to be initialized by Weenie.{Value,EncumbranceVal}, with builtin null to zero initialization
- Moved WorldObject value and encumbrance calculations down to the WO class based upon WO.StackUnitValue and WO.StackUnitBurden vs WO.StackSize
[Og II]
- Added processing for contract management add / abandon.
- Removed update script I added back on 10/14 to fix the burden of the weenie for the MMD note. This is no lonager needed - use Dereth v0.2.4 or greater the issue has been
- resolved in the data and the script is no longer needed.
- Minor code cleanup and improved some method documentation.
- Added new table to store persisted tracked contracts (quests)
- Implemented two new game events / SendClientContractTrackerTable and SendClientContractTracker
- Implemented abandon quest - Game action - Social_AbandonContract
- Documeted methods and updated trello.
- To test @ci 44163 -create a contract. Use the contract and you are now tracking that quest. You can create any contract using ci or buy one from a vendor if they are In
- did not check vendors. You can abandon the contract. All management and the cooldown delay of 2 seconds is respected.
[StackOverflow]
- Vendors - Fixed bug with sell of item from wielded locations
- Inventory - Major Refractor of Code. (many conditional bugs fixed)
- Fixed server crash bug on dropping wielded items (items now drop to ground np)
- Fixed bug with dropping clothing / armor to landblock
[Jyrus]
- Reconfigured and renamed functions to account for Potions being included in class Food
- Wired up applying the chosen starting town to the Training Academy path used
[StackOverflow]
- Vendors are no longer free!
- Pyreals as currency has been added.
- @setcoin added for debugging of sync of coinValue gets away during dev.
[Jyrus]
- Implemented Food class for consuming food items
- Stub created for handling Buffing food but implementation is not complete, as spellcasting has not been completed, yet
- Implemented a method for removing an item from inventory that also handles item stacks.
- Included a fix for stack splitting to create proper WorldObject, instead of defaulting everything to GenericObjects [StackOverflow]
- Made all vendors free as long as you have some money in your pack
- Prepping for real pyreal transactions.
- Fixed Packs, you can now buy packs and use them without the need to relog
[Og II]
- Added processing for merge items.
- Added script to update the burden, value and stack size of the weenie for MMD notes I used in testing. 20630 - value 250,000 burden 5 and stacksize 1
[Og II]
- Added processing for item inscription. Implemented Set Inscription and Inscription Response messages.
- Inscriptions persist to the database and can be removed.
- Implemented first pass of same inscriber check. Sends error message and does not update the item. This may need to be revisited, I * * thought it blocked you from changing it - not sure if that was a weenie error sent to client - I did not see a fail inscribe in live * pcaps. It does check the inscribable flag and will prevent any pre-inscribed items (quest items with inscriptions from being altered. * Thanks @LtRipley36706 for pointing that out.
[Ripley]
- Added Burden tracking to Players and Containers.
- Added CoinValue tracking via objects of WeenieType.Coin to Players and Containers.
- Added Value tracking to Containers.
- Commented out areas related to above changes that were not implemented correctly.
- TODO: Update Value/Burden and track changes as StackSize adjustments occur.
- TODO FIXME: Vendors code need to be adjusted to work with pyreal objects, not CoinValue direct.
[StackOverflow]
- Added support for unique Vendor Items.
- Added a new Debug Cmd, @setcoin value for testing purposes.
- Major Vendor Code refractor, vendor now only load items for sale and not items they should be wielding.
[Jyrus]
- Moved WeenieType keys into their own class and implemented unlocking doors via keys
[Immortalbob]
- Added equipmentset.cs to house the equipment set enums for future use.
[Immortalbob]
- Identified unknown enums 381 382 383 384 387 388 389 and updated acecharacter.cs and propertyint.cs.
[Mogwai]
- Modified vendor stuff to use buy and sell rates from DoubleProperties
[Jyrus]
- Moved handling of the Portals into the HandleOnCollide method and implemented MoveTo for OnUse for Portals. Currently, OnUse also queues up portaling via a direct call to Portal.HandleOnCollide, which can be removed when collision is implemented.
[StackOverflow]
- Added Vendors (Go buy stuff!) - work in progress
- Added Debug command to give coins.
- @addcoin 100000
- known issue with pyreals in inventory.. drop them on the ground if you want the math to be correct for now.
[OptimShi]
- Added method to get animation timings out of MotionTable and updated several instances where we were faking it previously.
[Og II]
- Added update script to modify defaultCombatStance ace_object_properties_int to match change with @OptimShi changes of 10/02
- Rolled back [ServerOnly] attribute on enums. I left the mechanism in place and tagged all over 9000 as such. Our method for determining
- this is not correct. We can add these back when we fully understand which are truly not needed by the client.
[OptimShi]
- Changed MotionCommand and MotionState enums to full uint instead of short and adjusted the movement serializing functions to work with these changes.
- Fixed bug when leaving CombatMode with no ammunition equipped (e.g. melee or magic mode)
- Added "acecommands" tip to console start up
- Corrected an issue with the palette of head gear chosen at character creation.
[Og II]
- Initial work on content interactions.
- Cleaned up the using statements on several files.
- Aligned the enums to = sign
- Fixed bug in universal motion using the TurnToObject
- Added enum attributes for all of our property enums per Mogwai using the data from OptimShi found here
- http://ac.yotesfan.com/ace_object/not_used_enums.php
- WIP need to filer out sending of aceObject properties using this information. I am stuck on the lambda expression.
- see line 74 in GameEventPlayerDescription. Any help appreciated.
- NOTE: the big gotcha with this is if we have any of the [ServerOnly] attributes set incorrectly, that data will not get sent to the client
- and if you don't remember that we are filtering by that attribute you will be going what the hell is wrong. Just an FYI
[Immortal Bob]
- Identified and changed enum Unknown_386 to Overpower.
[Ripley]
- Added WeenieType.Coin handler.
- Wired up CoinValue and attached proper tracking to WeenieType.Container handler.
- Proper stack splitting or pickup of items that allow stacking still not handled by server.
- Correct mathing requires base WeenieType.Coin weenies in database be set correctly. Value/StackSize need to be set to single value initally.
- ACE-World will need to be updated to fix base values.
[Og II]
- Initial work on content interactions.
- Cleaned up the using statements on several files.
- Aligned the enums to = sign
- Fixed bug in universal motion using the TurnToObject
[Ripley]
- Merged updates into WorldBase.
- Fixed saving books to the Shard database.
- Characters now equip items on world entry. (This will reveal bugs in clothing layer priority and model change issues)
[Og II]
- Implemented persisting of wielded items.
- Changed inventory to manage a list of world objects instead of ace objects. This was needed for sequence issues.
- fixed combat animation that had been broken for a while due to prior refactoring.
- fixed moving inventory from container to container with persistances which was broken due to prior refactoring.
- implemented the response message to send object description.
- cleaned up so code, aligned enums.
- TODO. I have a dirty flag bug that causes issues when you do container to container moves and save.
- Not sure if you want to accept this with a known bug - it has changed a lot and is probably holding others up.
[Ripley]
- Added a minimum UseRadius to Doors. This prevents the radius being so small as to require you to be inside the door to open/close it.
[Mogwai]
- Starter clothing done. other stuff WIP.
- Modified recipe table to items resulting from failure
- Updated recipe manager to create the appropriate items on failure
[Mogwai]
- Modified recipe table to support heal kits
- Implemented heal kit usage (known bugs around sequences and GameMessagePublicUpdatePropertyInt as well as current health)
[OptimShi]
- Added GfxObject (0x01...) parsing from the client_portal.dat.
- Added Surface (0x08...) parsing from the client_portal.dat.
- Added Environment (0x0D...) parsing from the client_portal.dat.
[Mogwai]
- Started work on the Weenie Editor
- Added table for crafting recipes
- Added basic support for crafting
- Added confirmation messages for crafting
[Og II]
- Added verbiage to the readme stating the educational purpose of this project.
[OptimShi]
- Added Palette (0x04...) parsing from the client_portal.dat.
- Added PhysicsScript (0x33...) parsing from the client_portal.dat.
- Added PhysicsScriptTable (0x34...) parsing from the client_portal.dat.
[Ripley]
- Changed GeneratorFactory to use WorldObjectFactory.CreateNewWorldObject insted of CreateWorldObject for now.
[OptimShi]
- Added Wave (0x0A...) parsing from the client_portal.dat and a "wave-export" console function to save as a playable .wav file.
- Added GfxObjDegradeInfo (0x11..) parsing from the client_portal.dat
- Added CombatManeuverTable (0x30...) parsing from the client_portal.dat
- Added ParticleEmitterInfo (0x32...) parsing from the client_portal.dat
[OptimShi]
- Added Region (0x13...) parsing from the client_portal.dat
- Added Scene (0x12...) parsing from the client_portal.dat
[Ripley]
NOTE: The following changes require ACE-World version 0.2.0 or greater.
- Changed Landblock initailization code to use ace_landblock instances. This change reduces database size and creation time significantly as well as faciltates easier worldbuilding operations going forward.
- Uncommented weenieHeaderFlags2 from AceObject.
- Rebased Shard and World SQL scripts and removed update scripts.
[rtmruczek]
- Added support for creating and leaving a Fellowship. The current implementation is racy, but serves as an example for future work on Fellowships.
[Zegeger]
- Rewrote packetizer code to fix incorrect multi-fragment messages (basically we shouldn't send optional headers when a single fragment fills the full packet)
- In general this made the packetizer much cleaner and more organized
- In the process I added support for premptive tail sending. Essentially for multifragment packets, the last fragment will likely be much smaller then the full packet size, so it could fit in an earlier message among other fragments. We see this can occur in production network traces (eg the last index arrives as the first fragment of the message). Previously we did not do this, but now we can.
[OptimShi]
- Fixed book properties not cloning properly.
- Added Animation parsing from the client_portal.dat and all relevant hooks and properties.
[OptimShi]
- Fixed bug with the components in spells that had extended characters (>7bit) in their name or description.
[Og II] This is getting so large, I need to stop here - this is a good spot - adds significant functionality but with a few known bugs.
- Inventory will save with the container and load again in the correct positions.
- Character Description Event is now wired up for inventory.
- removed containers copy of aceObject Inventory - just make the list accessible.
- Updated Clone so it you pass a new guid, it resets all the associated child tables.
- implemented placement IntProperty 65 used to track slot in Container
- Created supporting methods to manage pack order
- Enhanced the debug log message for DBDEBUG
- Small temp fix to stutter when attempting to shift walk or shift jump. We still need to really understand autonomous
- Created new view vw_ace_inventory_object to expose ability to pull by container.
- general clean up comments and whitespace
- Inventory loading - working TODO:
- Add in capacity checks
- bug still in picking up items off the ground and saving to database.
- bug with reloaded items saved in a secondary side pack.
[Ripley]
- Minor changes to Book weenie.
[OptimShi]
- Added MotionTable parsing to DatLoader.
- Added GetSpellFormula() function to SpellTable. Will return component id's based on players account name for any given spell.
- Fixed some logic issues in the SpellComponentsTable
[OptimShi]
- NOTE: The following change requires ACE-World database v0.1.9 or newer to make use of.
- Added ability to read books, notes, etc. (Currently read-only)
- Added Database Update scripts to Shard and World for new ace_object_properties_book
[Ripley]
- Wired up World Broadcast commands.
- Cleaned up a few other commands that were not needed or found in other catagories.
[Ripley]
- Added Scroll weenie object.
[Ripley]
- NOTE: The following changes require ACE-World database v0.1.8 or newer...
- Added NpcLooksLikeObject check for Creature assessment profile fix provided by @OptimShi.
- Moved Default do nothing UseDone to WorldObject and removed it from GenericObject.
- Added Cow weenie object.
- Added Cow, Creature, and Container to the WorldObjectFactory.
- Say Hi to the cow in Holtburg.
- Load attributes stored in world database into objects.
[OptimShi]
- Added check to ensure a player can't spend more attribute credits than they should at character creation.
[Og II]
- Added spell bar management and persistence. This continues the work for learning and persisting spells.
- Cleaned up some of the enum duplication in GameEventPlayerDescription.cs
- Added some debug code around universal motion.
- Added some debug asserts in PlayerDescription
- To test - use @learnspell to get some spells in your spell book if you do not have any. They will persist with your character.
- You can also unlearn them and they will be removed.
- Now, drag your spells into any configuration in your spell bars you like. You can add them, remove them or reorder them.
- They will be saved on our periodic save, or when you log out or you can force a save with the debug command @save-now.
- Added table to persist spell bar configuration.
- That's all for this PR.
[Ripley]
- NOTE: The following changes require ACE-World database v0.1.6 or greater...
- No longer setting WeenieHeaderFlag.Value if Value = 0.
- DebugObject, CollidableObject and UsableObject are removed.
- Moved OnUse/OnCollide to WorldObject virtuals for overriding.
- Added WeenieType to AceObject/WorldObject for weenie classification.
- Added GenericObject which becomes the default object for weenies.
- Reworked GenericObjectFactory to use WorldObject.GetObjectFromWeenieType.
- Generic OnUse just sends UseDone
- Reorganized WorldObject class file, made changes to PhysicsDesc to align with client expectations.
[Zegeger]
- Tweaked the ACK timer to help improve network reliability
[Og II]
- Spent 5 or 6 hours tracking down an align bug in create object - Universial Motion section. Damn it Jim, I am a high level programmer not a down in the bits and bytes weenie.... :)
[Ripley]
- Minor change to QueryItemMana based on PCAPs.
[Lidefeath]
- Added GameAction and GameEvent for querying an items Mana.
[Og II]
- Refactored debug command learn spell.
- Made spells persist to the database.
- Added abilty to delete spell from spell book and send that persistantly to the database on character save.
- TODO: Put in the abilty to use scrolls to learn spells.
[Ripley]
- Added Bools used by ObjectDescriptionFlag and PhysicsState.
- Added WeenieType to PropertyInt Enum for future use.
- Changed GameMessageServerName to include connection count and max.
- Changed the way PhysicsDescriptionFlag, PhysicsState, WeenieHeaderFlag and WeenieHeaderFlag2 are set and sent to the client.
- Even more changes to main object flags.
- Wired up /mrt command.
- /mrt was used by admins to bypass the housing barriers. I used it to prove out ObjectDescriptionFlag state changes.
- Note that you have to have manually set the Admin flag on ObjectDescriptionFlag in the code for this command to work, See Player.cs constructor section.
[Ripley]
- Moved Identify Serializes and Writers to WorldObject and Creature as appropriate.
- Changed the way Workmanship is set so to not always default to 0 if ItemWorkmanship was null.
- Moved GameActionTalk handle code to Player.
- Wired up broadcasting of local chat, emotes and soul emotes.
- Fixed StyleCop issue in AbilityFormulaAttribute.
- Fix for SetupModel bug provided by @OptimShi.
[Lidefeath]
- Fix raising primary and secondary attributes.
- Aligned the enums PropertyAttribute.Quickness and PropertyAttribute.Coordination with the client.
- Due to this alignment old chars will have wrong coord and quick, so make new characters.
- I didn't touch the trigger of VitalTicks yet, so vital ticking is only enabled during Player.Load().
[Ripley]
- More field changes.
- More new character defaults set.
- Fixed Guid assignment for new players and generated objects.
- Move Guid range assignments to ObjectGuid, GuidManager reads them in from there now.
- Changes to WorldObject, Door and Generator classes.
- Changed Debug Output to chat window only to allow for proper ID display.
- Reworked Door.cs.
- Locked Doors are now now locked and act accordingly.
- Multiple changes to AceObject and AceCharacter.
[Og II]
- Initial work on combat mode. System now will move into and out of the correct combat mode depending on what items you have equipped.
- TODO: There are some edge cases I still need to implement and additional testing. I would like to get this in so that I do not run into huge merge issues later on.
- Testing - you can log in - run @weapons after log in. This will get you various weapons based on weapon type. You can go into and out of combat mode
- Melee, missile - both bow and xbow, thrown, sword, UA, two handed as well as dual wield. I also implemented if you remove your weapon while in combat mode,
- you will drop into unarmed. If you equip an item and you are not in peace mode, you will assume the correct combat mode. There may be some tweaking needed
- for changing combat mode in combat mode - I think it did some slower animation - but the basics are in and I can tweak the sequence once I talk to players or If
- I can find a pcap with that behavior.
[Ripley]
- Moved most of the enums under ACE.Network to ACE.Entity.
- Changed some properties of new characters to set proper title defaults and DOB.
- Moved writers out of Player and into GameEventIdentifyObjectResponse.
[Ripley]
- Removed events from SQL scripts. No longer need them in current implementation.
- Renamed ObjectType to ItemType.
- Added Sequences for Health/Stamina/Mana for proper updating later.
- Set slew of initial values for new characters.
- Added PlayerKillerStatus, CreatureType, and WeenieType enums.
[Og II]
- Fixed bug with animation - isAutonomous flag was incorrectly set and fix for limping broke animation. (Me) This should allow both to work correctly.
[Ripley]
- Changed the way deleting a character works. Instead of having the SQL server poll, the act of connecting to the server triggers the check.
- If character's delete timer is up, the next time you log in, the character is deleted before sending you the list.
[ddevec]
- Changed SerializedShardDatabase to use a BlockingCollection to stop busy polling of DB requests.
- Updated GuidManager to properly initialize current allocation Guids.
- Added support in databases for the queries requried to initialize Guids.
[Ripley]
- Rebased SQL scripts.
- Updated README to reflect new database update procedures.
- Changed GuidManager ranges to reflect ACE-World usage.
- More tweaks to debug output upon object assessment.
- Fixed some Enum errors and misspellings.
[Og II]
- Fixed issue with MotionStateFlag - setting now by the existance of data like we do with all other flags. This prevents data / flag mismatch.
[OptimShi]
- Added "@barbershop" debug command and corresponding functionality to load the interface, and save and apply settings.
- Changed some CharGen types that were ushort to uints. (They were short for legacy reasons no longer needed)
[Og II]
- Initial work on splitting a stackable item. This is working and in an action chain. Right now, it is only working for items
- in your position. I need to extend it to work with items in chests and off the ground.
- There is some new type of sequence that we need to research and implement. I put a big todo in the code.
- I made some posts about getting guid manager going. We are at a point where we need it. I modified some of the ranges to make better use
- of our guid space.
- TODO - find out about sequence and then do stack which is the complement function from split.
[Ripley]
- Required ACE-World database version: v0.1.4
- Rolled in PR #430 from @Lidefeath as starting base.
- Added generator links table to WorldBase.
- Made changes to GuidManger and ObjectGuid in an effort to avoid collisions with guids already present in ACE-World. Does not persist or track, resets each server start.
- Above changes made IsCreature function, and smite works for at least the Sparring Golems found in the Academy, does not seem to work for Drudges in Holtburg.
- Speaking of Drudges, there is a drudge invasion south and west of Holtburg.
- Several changes to 06-06-30-2017-generator-chains-testdata.sql found in Database/Updates/World to set up for generator instances and show examples of them.
- Changed the way generators are classified to make use of some AceObject properties.
- Slightly adjusted debug output on ID panel.
[OptimShi]
- Character list will now automatically select your last played character.
- Modified @tele command to allow comma in coordinate pair (e.g. "@tele 42.1N, 33.6E")
[OptimShi]
- Fixed an issue with skills not being set properly at character creation.
- Applied the +10 bonus to specialized skills
[Og II]
- Cleaned up some concurrency issues.
[Mogwai]
- Massive Database optimizations and implementations for saving objects and all their properties.
[OptimShi]
- Removed some old default character properties that were no longer needed and causing incorrect models and animations to load for players.
[Og II]
- Started the removal of DebugObject - NPC's now spawn as creatures and containers now spawn as containers. Need to finish this work.
- Appraisal Event is 90% coded. All stats (int, bool, string, int64, DataId and Double) as sent and coded. Armor, creature, spell and weapon profiles are
- complete. TODO: Hook profiles and enchantment bitfields as well as base armor status for coverage
- Basic infrastructure for the correct motion stance is in place. Normally I would not have included this WIP code, but it has no negative impact and I started in the wrong
- branch. It would be a pain to pull it out. If possible, I would like to add this as is - with the note that I will complete this next.
- Fixed issue with the autonomous position flag. The turned ankle problem is gone.
[Ripley]
- Changed WorldBase to allow for auto incrementing of aceObjectId and weenieClassId
- Changed WEENIE_MAX to be 199999 to account for ACE (re)created weenies starting at 100000
- Several changes to GuidManager and redirected CommonObjectFactory to use it instead of its own list
- Fixed some constructor issues related to Guids. Not sure if it is the right way to go about it but does seem to work in testing.
- Altered GameEventIdentifyObjectResponse to output debug stuff for more objects temporaryly and fixed its output of Guids in decimal form.
[Og II]
- Fixed issue with the wrong data size being used in the weenie data serilzation.
- Structure, MaxStructure, StackSize and MaxStackSize were being sent as uint and they are ushort. This caused intermittant alignment issues.
[Mogwai]
- Fixed all compiler warnings
[Mogwai and ddevec]
- Moved all shard database calls into an asynchronous interface implementation. Callbacks are now necessary to get results back from db I/O.
- Calls to the shard database are now serialized in another thread and should eliminate the deadlocks we were seeing in MySql.
- Cleaned up session delay loading of Player/Character data to allow for async database operations.
[ddevec]
- Added basic support for motion broadcastin
[Jyrus]
- Implement Auto close timer for Doors
[Og II]
- Update readme with db minimum required versions.
- Completed work on flattening PhysicsData and ModelData
- Did work to align names of properties on aceObject and WorldObject using unabbreviated names used by the client.
- Put in comments for aclogviewer names
- Cleaned up initailization code for various decendants of worldObject.
- Cleaned up redundant using statements.
- Tested all of my pack work, equipping items, item drop and pick up, portal summoning, world portals, ci and cirand as well as The
- item generator work. Could not test corpse.
- TODO could not test corpse creation as kill was broken before I started.
[Lidefeath]
- Added linked generators i.e. a generator can spawn other generators which then spawn objects - theoretically this can go even deeper
- Added testdata for the linked generators near Holtburg:
- spawn a Drudge Skulker with his generator
- spawn a Drudge Camp (3 drudges) with its generator
- randomly spawn 10 drudge camp generators in a landblock
[fantoms]
- Added
TimeoutTick
variable to network sessions, to store the tick value for next timeout. - Added functionality to
Session
that will increase the network Session timeout limit when asuccessful
packet has been receieved. - Added a configuration variable called
DefaultSessionTimeout
, to control the session timeout value from outside of the code. - Added a session State enum called
NetworkTimeout
, for dead sessions. - Added functionality to
WorldManager.UpdateWorld
, that will disconnect active network sessions after they have reached a network timeout limit. - If a session connects and does not proceed to authenticate, the server will give a shorter network timeout that is set as a default in the Authentication Handler.
- If a session advances through the authentication steps, it will be given the
DefaultSessionTimeout
.
[Jyrus]
- Reactivated portal requirements by directing the lookups to the weenie entries in the IntProperty table, instead of the AceObject entries.
- Fix StyleCop warning in CachingWorldDatabase.cs
[StackOverflow]
- Added the following Landblock loading helper console commands.
- loadLB (landblockid) -- example "loadLB 0" - loads landblock 0.
- loadALB - loads all 65k landblocks.
- abortALB - aborts loading operation for all 65k Landblocks.
[Og II]
- Added the ability to equip items and have it also update your visual appearance.
- We have some data work to do - finish add clothing table did values
- Tested - pack to pack, slot to slot, pack to ground, ground to pack, ground to wielded, wielded to ground
- move packs, move items.
- Fixed save character options - this will need to be refactored - our character object needs some work.
- UI changes still blows up - this fix just addressed the options1 and options2
- TODO: clothing priority does not look to be right - somethings overlap incorrectly.
[Zegeger]
- Updated Sequence objects to allow for direct access to value (as opposed to just the byte array)
- Added MaxValue option to Sequence objects.
- Enabled sending network acks to client.
- Updated Motion sequence to set max value based on client source, MSB of the sequence is reserved.
[Ripley]
- Expanded upon @Lidefeath's generator work
- Added complete generator test of tutorial dungeon part 1 setup for review
[fantoms]
- Changed from
uint
tooulong
in thebigint
properties, when a field has already been set.
[Jyrus]
- Add protection to the SpawnPortal method, so any old ushort cannot be used for the weenieclassID that it is expecting
- Use CommonObjectFactory.DynamicObjectId to assign a unique AceObjectId to each spawn
- Set the portal object as the IActor and the portal.CurrentLandblock.RemoveWorldObject(portal.Guid, false) as the action to perform
- Reduce the decay timer to 15 seconds
[Mogwai]
- added weenie caching layer
- fixed portals
- fixed null ref exception in the object factory, though I highly doubt i fixed the real issue
[OptimShi]
- Re-enabled the "equiptest" debug command that was inadvertently disabled.
[Lidefeath]
- Remove old creature spawning and generator stuff
- Implement creature spawning from generator objects, nested or hierarchical generators are still to do
[Ripley]
- Rebased SQL scripts.
[Jyrus]
- Remove unneeded debug command CreateLifestone
- Modified PortalObjectFactory class to create specialized portals that are temporary spawns, such as the Humming Crystal Portal
- Created enums for the weenieclassID's for the special portals
- Added the missing ObjectType to the CollidableObject class
[ddevec]
- Fix to teleport freezing characters in place (Wasn't clearing requested location)
- Fix to occasional crash when moving long distances (Wasn't properly handling landblock transferring)
- Fix to glitch in movement when exiting teleport (was setting position when I shouldn't have been)
[fantoms]
- Added
@set-shutdown-interval
command, to change the delay on the fly. - Added
@shutdown
,@stop-now
, and@cancel-shutdown
commands. - Added server shutdown command for admins - needed in consoles.
- Added shutdown text, logoff, admin shutdown message.
- Added
ShutdownInterval
to theConfigManager
Server Section, with a default of 60 seconds. - Added
ShutdownInterval
to the example config - Added some logging and moved the final exit too
ServerManager
. - Added a message broadcast through Session, to announce server broadcast messages from
WorldManager
. - Changed the case of the Config.json in the project build events, to match a Linux use case requirement for opening the Config file.
[ddevec]
- Fix logoff crash in core/landblock restrucutre due to nulliing a location then moving an object
- Also reintroduced learnspell
- Major overhaul to core/landblock structure. Details can be found: (ACEmulator#398 (comment))
- Added actor/action interface
- Restrucutred parallelism in WorldManager
- Added broadcast system
- Added plugins for what will hopefully one day be a physics system
- Minor fixups to player tracking
- Forced character creation to wait for DbManager.SaveObject() to finish saving the character to avoid a race condition on character creation causing crashing
- Changed DbManager functionality to more cleanly allow shutdown.
- KNOWN BUG: On-death player often doesn't emerge from portal space
[StackOverflow]
- Moved Saving operations outside of primary game loop to prevent db operations from slowing down primary game loop.
- Please call DbManager.SaveObject() now instead of DatabaseManager.Shard.SaveObject()
[Og II]
- Trello card task - Extend ORM code to support multiple getLists or implement another method to query by alternate keys - re-implement cirand
- Many thanks to ddevec - he did the work on the ORM code revision. I just tested and implemented for my use.
- Fixed undiscovered alignment bug at hooktype we were sending as dword and it is a word. That was shifting everything below it.
- Added priority to aceObject and set the aceObject priority field as a backing object for worldObject priority.
- Created function to calculate container burden.
- added view to world database that was needed for cirand and will be used in loot generation.
- updated position table to have a faster function for location per discord discussion.
- Updated trello board to refect current project status.
[Ripley]
- Made changes to AceObject, PhysicsData, DebugObject and UsableObject to make wielded items in database work better.
- Note that Children does not set properly yet but is seemingly not needed for the effect to work at least for static npcs/items.
[fantoms]
- Added the debug command
listplayers
, that will list all players currently connected too the server. - Created a
DefaultValue
attribute forMaximumAllowedSessions
of 128. - Added
MaximumAllowedSessions
to theConfigManager
and theConfig.json.example
file. - Began using the variable in the
WorldManager.cs
server initalization step, allowing usersr to configure the max allowed sessions.
[ddevec]
- Reintroduced CreatureVital patch from pre-overhaul-master
- Adds setvital helper function
- Adds Tick function to handle vital regeneration (will hopefully be removed with core restructure)
- Separates CreatureVital from CreatureAbility.
- Cleaned up player creation.
- Fixed naming issue on player creation.
- Fixed saving/loading of several AceObject properties.
[Ripley]
- Made changes to WorldBase and ShardBase scripts to correct issues with landblocks and POIs.
- Changed CachedWordObject to CachedWorldObject.
- Changed CachedWorldObject.Landblock from ushort to int.
- Changed CharacterBase and ace_character references to ShardBase and ace_shard in README.
- Altered AppVeyor SQL install batch file to execute proper scripts.
[OptimShi]
- Added functionality for the GameMessageObjDescEvent message (fired when a model changes, like when equipping new items). Also included a debug command "@equiptest" to expose the new functions which will cosmetically equip your character with a single piece of armor/clothing (only cosmetic, no actual "equipping" is being done at this time)
[OptimShi]
- Added SpellTable/SpellComponent parsing from portal.dat. Also added "@learnspell" debug command and corresponding UpdateSpell Event. (Added back in after OO merge)
- Finished parsing the client_cell.dat file with the CLandblockInfo type (xxyyFFFE files), along with supporting classes. This makes the client_cell.dat reading complete. (Added back in after OO merge)
- Fixed a bug in the DatLoader.FileType.PaletteSet where loading a cached palette set could crash.
[Og II]
- Trello card task - delete character crashes server. Fixed this issue.
- Added event code for database to do the actual house keeping to flip the flag once the hour restore period has expired.
- Minor code cleanup.
- Removed update directory for old character database.
- Fixed pickup and drop item. Location was protected and not able to be set for loot (WorldObjects) I temp set this allow set. Once we refactor physicsData out this can go away.
[ddevec]
- Refactor of AceObject
- Player/Creature/WorldObject persistent attirbutes now forward to AceObject
- Fixed Attribute2nd initailization error in the process.
[ddevec]
- Fixed Position saving bug.
- Added intial Level, TotalExperience, and AvailiableExperience to AceCharacter
- Fixes level ??? bug.
- Fixing Attributes2nd (health/stam/mana) intentionally delayed until merge with master -- master includes needed restructuring
[Og II]
- Trello card - General code clean up - look at all the TODO's - add the most critical ones here
- Removed unused and replace weenie code that was deprecated with Object-Overhaul
- Fixed hair color bug with code from OptimShi - this should conclude our issues with character appearance.
- Removed unused files related to weenie.
- I spent about an hour trying to debug the position not saving. None of the character save is working. It does not error,
- but nothing is changed in the DB. That is still to-do.
- Updated Trello board.
- I cleaned up the shard base script but I have left it out due to the contentious nature of the discussion in the apply named discord ;)
- Added first part of equip item.
[Og II]
- Added getting and setting ContainerID and Wielder into AceObject and surfaced in worldObject
- Put in a hack to show how equiped weapons and shields work. We will need to establish a place to store this data.
- I put in big TODO to indentify the hack - it is benign and will not impact anything else other than to demo the placement
- of the spear in Rand the Game Hunters hand in Holtburg.
- Modified SetPhysicsDescriptionFlags so it can be container and weilder aware.
- Worked with OptimShi and we put in a fix for Lord BucketHead.
[Og II]
- fixed issue with null exception
- Added OptimShi code to load the correct player apperiance
- Added sending the DataID and InstanceID fields on the player description event.
- Fixed assorted bugs.
[Og II]
- fixed issues with the weenieHeaderFlags setting method, fixed PhysicsDescriptionFlag setting issue as well.
- cleaned up and rebased data scripts for WorldBase and ShardBase
- Found issue in my data that was ETL to our new schema - had two flag fields Reversed - that is fixed but would be no issue
- once we have Ripley's new data export. I have shared out a link to the cleaned up data for use while we finish the new export.
- https://www.dropbox.com/s/pohcruvalt9s38h/WorldandShardData.zip?dl=0
- I put in a nasty hack - hard coded weenieClassId on character save - it was being set to 0 and I could not find it. I marked with with a todo.
- player.cs line 490
[ddevec]
- Somewhat cleaned up CreatureAbility and CreatureSkill in-game and backend separation
- Cleaned up Position loading for players and objects
- Now logs into game.
- Landlbocks now load objects from the object view to load by landblock
- Fixed several ORM data load issues
- Fixed bugs with character updating
- Fixed player position saving -- position updated on relogging
- Player description packet now being sent.
- Known issues:
- Race in ShardDatabase gathering next character id (Commented)
[Og II]
- Continued work loading character from ace_shard. Character reaches world now.
- Fixed a number of null exception errors
- Outstanding issues:
- has an orm data load error
- abilities and skills object issue not resolved
- palette, textures not being read or sent
[ddevec]
- Implemented ShardDatabase.SaveObject
- Added DatabaseTransaction functions for InsertList, DeleteList to handle object properties
- Minor fixes to ORM attributes
- Reworked DbGetList Attribute to DbList Attribute -- now specifies "keys" designating a list in the DB.
[Og II]
- Continued work loading character from ace_shard. Rebased
- Added cascade delete to all child tables in ace_shard.
- Completed and tested up to skillz loading. Made a few changes on the db side for key consistancy.
- TODO items:
- Finish up loading - spells, friends, allegiance info, spell comps, spell bars etc. etc....
[OptimShi]
- Read character creation values from client_portal.dat and assign to appropriate Character Properties.
[Og II]
- Intital work done for loading character from ace_shard. Rebased and removed update sql files.
- Tested up to position loading. Made changes to position, but have not loaded the dictionary yet.
- Fixed a few bugs - attribute loading had a few.
- TODO items:
- Finish up loading positions then see what is left.
- Work on saving as OptimShi - has character creation ready to go.
[Og II]
- Intital work done for new schema. Rebased and removed update sql files.
- Tested and the auto setting of Physics and Weenie Header Flags looks really solid. Side note, the values we have
- in the database for weenieHeaderFlags and PhysicsDescriptionFlag should probably be dropped we don't read them or use them now.
- Doors, portals NPC's and signs are all back in the world now.
- I would suggest we remearge with the main branch sooner rather than later - we can create another branch to introduce these
- changes into the character side.
- TODO items:
- Creature spawns need to be refactored - I left them commented out. We need to ditch seperate tables that we have now, I think all
- creature can use what we have now, plus maybe two additional world tables. Everything else fits into the current schema.
- Test Ripley data and update ACE_World.
- Refactor portals - I just left the old way in and faked it out with a view.
- Once this looks good and stable and we fix any found bugs - we need to clone this over to the character database and start refactoring
- That will get us to persisted inventory.
[Og II]
- Continued work on Overhaul
- re-enabled more constructed statements
- Most of the work to use existance of data to set flags for both phyics and weenieHeaderFlags - some cleanup remains - either logic issues or bad data
- modifed cirand to take an optional second parameter to spawn X items at a time. This speeds up testing. I set a default to 10 if you ommit the second parameter.
- base_ace_object and ace_object both seem to be loading.
- updated or created several views.
- have not tested with Ripley's new data export - I did not want to add a second variable to testing.
- Next steps - use Ripley's data, create needed views, re-enable door, portal, NPC --- all the world things.
[Og II]
- Continued work on Overhaul
- Created mapping cross reference file to faciltate docuatation and cleaning up names - work in progress https://goo.gl/eaaNQb
- Created new database schema for world_object - modified mysqlinstall.bat to refect new baseline
- created script to ETL old schema to new schema. I have not included it as we will be refactoring the initial data load to use the new
- schema according to Ripley. I have the script tested and posted on my dropbox if anyone wants it. I also have a complete data dump that
- zips down to a manageable size.
- BaseAceObject is now using the new schema
- I re-hooked up telepoi to use the new schema. Still to do, convert to constructed statement
- Next steps - refactor AceObject and make sure world objects load again.
- Once that is complete - start same process using clone of this schema for character as discussed.
[Og II]
- Started object Overhaul - added explicit values to properties enums. Minor cleanup.
[Og II]
- I fixed both admin functions, ci and create. I added some logic to leave, NPC's, portals and creatures with the same code as prior to my fix.
- Added Admin command cirand to allow you to fully test and exercise the test ci command.
[OptimShi]
- Added caching to all portal/cell.dat items.
- Added EnvCell decoding from the cell.dat (dungeon cells/indoor locations)
- Changed the cell-export console command to properly use datReader. If you had used this command previous, your exported files are incorrect.
[Jyrus]
- Changed the structure of the table that contains the Portal Destinations to include other portal properties
- Renamed table from portal_destination to ace_portal_object and added a foreign key constraint to the weenieClassId field
- !!! Please note that the ACE-World tables must be filled before importing the ace_portal_object's table
- Implemented a portal recall debug command
- Added a Null check to Database.cs
- Fixed bug in ACE.Entity\Ace_portal_object.cs
[Ripley]
- Cleaned up project and solution files.
- Changed create and ci to use DebugObject.
[StackOverflow]
- Added Landblock Diag tool, type diag from console to launch the gui.
[fantoms]
- Fixed character's total
Mana
when spending experience points on theSelf
ability. - Added useful position debug commands,
@teletype
,@setposition
, and@listpositions
.@teletype
will teleport the player,@setposition
will test the database save functionality, and@listpositions
will print out a list of all database positions too chat. - Updated
SaveCharacterPosition
too prevent PortalType.Undef types from being used as a valid position type. - Updated
PositionType
for Positions, too prevent position types outside of the definition from entering the database.
[Og II]
- Refactored ctw to admin commands ci and create both take parameter of a weenieId. You can spawn anything in the database. @ci 21376 - will spawn Martine's Robe This does not include the turn to object code - I pulled that out due to a bug. I will submit via new PR.
[OptimShi]
- Modified DatLoader.SetupModel to be easier to initiate (got missed when other items had the same changes applied). Also added working example to the Lifestone.cs OnUse function to take model radius into account.
- Hooked up the "ExaminationQueuePop" in Player.cs to fire.
- Added IdentifyResponseFlags, for when we start to send actual data.
- Added a basic debug string to any DebugObject. It simply returns the objects GUID and WeenieClassID. (WorldObjects will return a "failed" examine response)
[OptimShi]
- Add client_cell.dat reading for landblocks in CellLandblock.cs (named so as to avoid confusion with existing Landblock class)
- Adjusted "@tele" command to pull correct PositionZ from client_cell.dat
[Ripley]
- Added @cloak command. Use this to bypass objects blocking your way. Partially implemented as was used in retail.
- Added Translucency to DebugObject. This fixes ghostly npcs.
- Changed GOF and Landblock to key off of ObjectDescriptionFlag first for at least some objects, made lots of changes to Door to allow for simple open/close usage.
[OptimShi]
- Renamed ace_character.character.birth to lastUpdate to better reflect its use. (Birth is already stored in character_properties_int). See Character database update 01_2017_04_26_CharacterLastUpdate.sql
- Changed sort order of character list to use character.lastUpdate instead of alphabetical. Your last used character will now be selected upon a new client instance.
[fantoms]
- Built out the admin
@teleto
command. Use a player's name as the parameter.
[fantoms]
- Added admin
@boot
command logic for Player, Account, and Guid - too kick a player from the server and display a CoC Violation warning message. - Added Booting capabilites in the
Sesssion
object. - Added the
GameMessageBootAccount
game message. - Added an enum for
AccountLookupType
. - Added
CharacterNameExtension.cs
and included the string helper functionstringArrayToCharacterName
, for converting a string array containing spaces to a player name string.
[Ripley]
- Rebased SQL scripts.
- It is recommended if you have an already existing database you wipe it and start fresh from the new base scripts.
- Download the latest release of the ACE-World database to populate your world.
- Added some exception catching to UniversalMotion.
[MiachofTD]
- Changed 010_2017_04_24_Gharu_town_Part_2_portal_destination.sql to 011_2017_04_24_Gharu_town_Part_2_portal_destination.sql.
- Changed 0010_2017_04_25_portal_destination.sql to 012_2017_04_25_portal_destination.sql and updated MySqlInstall.bat.
- Added 010_2017_04_24_portal_destination_Academy.sql to MySqlInstall.bat.
[Jyard1]
- Added 16 portals around the Shoushi area.
[Og II]
- Added MoveToObject GameMessageUpdateMotion (F74C 0x006) This is part of a total of 5 variants on the F74C message.
- Can be tested with the new debug command MoveTo <40> - the parameter is optional. The default is 30 if you do not put a parameter. You can test the walk run
- by setting any distance for the wand to spawn under 15. If you use moveto 10 - your character will walk to the wand. If you type moveto 90 - he will run a long way.
[MiachofTD]
- Added 30 portals in the destination_portal for Gharu towns.
[OptimShi]
- Added XpTable class to the ACE.DatLoader.FileTypes. This loads the XP tables from the client_portal.dat
- Modified Player.cs to use the new XpTable class.
- Removed JSON based XP charts.
- Removed ACE.Database.ChartDatabase (classes that loaded the JSON XP charts)
- Removed DatReader parameter from DatLoader.FileTypes classes CharGen and GeneratorTable. It's always going to be the same file, so no need to specify it.
- Changed parameters of other DatLoader.FileTypes to be more straight-forward. They will auto-create the DatReader and the parameter is the fileId to read.
[Jyrus]
- Add a few more portals, add a level five restriction to Drudge Hideout, and correct drop point for Tou-Tou Outpost portal - File will not work using PHPMYADMIN Must use MySQL, SQLyog, or possibly HeidiSQL
- Move Portal logic to Portal class
- Change OnCollide for portals to route the portals correctly in the four Training Academy dungeon versions and implement level requirements for portals
- Move Lifestone logic from landblock class into Lifestone class OnUse
[Ripley]
- Added currentMotionState to base_ace_object in ace_world database.
- Changed location in base_ace_object to an INT(10) in ace_world database.
- Changed vw_ace_creature_object and vw_ace_object to include currentMotionState.
- Added CurrentMotionState to BaseAceObject and linked it to currentMotionState.
- Added a method to GeneralMotion to convert from a byte array to GeneralMotion object.
- Added DebugObject to assist with building and testing out real objects for world.
- Changed GenericObjectFactory to spawn DebugObjects as a default if running server in DEBUG.
- Fixed Code Style issues within ClothingTable.cs and ClothingBaseEffect.cs in ACE.DatLoader.
- Changed Position to set Z to 0 to fix @tele command.
- Removed PlayScript.Create from landblock respawn section. Players should not have that effect applied to them.
[fantoms]
- Changed the
Character
Stats from theCurrent
ICreatureStats
interface member, tooUnbuffedValue
in attempt at fixing the Player Vitals. - Added a Health Update game message after the abilities skill spend, too synchronize Player health/stam after spending experience points on
Endurance
. @heal
should now work.
[MiachofTD]
- Added 64 ports in the destination_portal for Gharu towns.
[OptimShi]
- Changed Manager initalize order in ACE.cs to ensure that the DatLoader is fully loaded before clients can connect since it is required.
- Added GetPaletteId() function to PaletteSet. Helps clean up some of the redundancy in the player loading code.
- Added ClothingTable class to the DatLoader system (0x10 items in the portal.dat) and several related sub-classes.
- Added a PreparedStatement to CharacterDatabase to load the character_starup_gear
- Dressed character in the chosen startup gear. This is currently only cosmetic and unremovable.
- Fixed a bug where certain types of Tumeroks and Undead did not have the right body style (CSetup) applied.
[Jyrus]
- Fixed QX, QY, QZ, and QW mappings to the correct fields in the database to allow facing to work correctly
- Add 88 more working portal destinations, including most of the Town Network
[fantoms]
- Removed
@reset-pos
after it was incorrectly re-added in another members commit.
[StackOverFlow]
- Added Landblock Streaming Objects.
[Ripley]
- Kill
Session.Network.EnqueueSend(new GameMessageUpdateObject(worldObject));
until we get proper movement implemented.
[fantoms]
- Removed
@reset-pos
after it was incorrectly re-added in another members commit.
[Lidefeath]
- Add a DatLoader for the Generators in portal.dat file 0x0E00000D
- Add a method to DatReader to handle obfuscated strings by fliping the low and highbytes
- Add a debugcommand to read the whole file and access one of the generators as an example
[Lidefeath]
- Removed the manual conversion for Model, Texture and PaletteData in Creature.cs
- Fixed BaseAceObject.cs to use byte for ItemCapacity as in the DB
[Mogwai-AC]
- Fixed PackedDWORD logic
[Ripley]
- Filled out Portal object and included ObjScale.
- Changed Serialize to use WritePackedDwordOfKnownType for PaletteGuid, palette.PaletteId, texture.OldTexture, texture.NewTexture and model.ModelID.
- Changed IconOverlay and IconUnderlay to use WritePackedDwordOfKnownType.
[Mogwai-AC]
- Added PackedDWORD
[Ripley]
- Changed WeenieClassid and Icon to use PackedDWORD in WorldObject.SerializeCreateObject
- Updated PhysicsData to create and send a new currentMotionState when encountering a null one when flag PhysicsDescriptionFlag.Movement is set.
[Lidefeath]
- Remove the corpse of a creature from the landblock after a calculated time (or a fixed time for testing purposes)
- Respawn the creature in the same spot after the respawn timer has ended
- Spawn randomly generated creatures from DB using the generator tables - these need to be more fleshed out still
- Improved MonsterFactory to create Creatures without saving it as static spawn, to reuse the creation code for generators
- Edit the database table ace_creature_generator_locations to add or change spawn locations with random spawns
[Jyrus]
- Create a new table adding Portal destinations that reference the WeenieClassID of the portal object
- Add an ActionQueue switch case to implement Portal travel
[Mogwai]
- Overhaul of the Object structure. Removed Mutable and Immutable, added a bunch of new ones: Lifestone, Portal, SummonedPortal, UsableObject, CollidableObject, Container, Creature, and Door and refactored a bunch of stuff to support them all.
[fantoms]
- Removed
@reset-pos
command and also removed another default that set last portal upon character creation. - Changed
GetPositions
to return a dictionary. - Changed
Position LandblockId
to have a private value that will create a new objected when needed. - Moved the position check logic into the CharacterDatabase.cs file, to simply things.
[fantoms]
- Fixed 2 bugs in landblock where the landblock was becoming invalid on load.
- Added checks to prevent missing Positions in the database from crashing the server or preventing character load.
- Removed Lastportal from Position creation, as it will be created on demand when portals are introduced.
[Ripley]
- Updated CommandManager and CommandHandlerAttribute to support description and usage for help commands.
- Added @acehelp and @acecommands (used @Thwargle PR #135 as a reference for listing commands) mimicking @help and @help commands
- Added description and usage information to commands currently implemented.
- Added sending chat messages to inform players upon logging in-game about the existence of ACE specific help.
- Updated GameActionTalk to return better information when a command is invalid or is missing parameters.
[fantoms]
- Added
Queued
Teleporting. - Added landblock death message broadcasting.
- Added lame static player death messages.
- Now saves last death position in character positions.
- Added Psuedo Event Action for internal ACE
GameActionEvent = 0xF819
. - Updated
GameEventYourDeath
. - Added
PlayerKilled
GameMessage type and handling. - Added
NumDeaths
,DeathLevel
, andVitaeCpPool
to character properties. - Added
PurgeAllEnchantments
GameEvent. - Updated
Player.Kill()
to update properties.
[Lidefeath]
- Added /testcorpsedrop as debugcommand to kill a creature so it spawns its corpse
- Fix CreatureObject so it's parseable now by aclogview
- Add GameEventDeathNotice to broadcast the killing of a creature
- If a creature is killed - currently only with the smite command - it is removed and a corpse is spawned
- Enhance GameActionQueue to handle delayed actions, so animations have time to play
- Define two GameActionTypes for CreateObject and DeleteObject so they can be used with the delayed GameActionQueue
- Creature Guids now start with 0x90 instead of 0x80 to separate them from items
[Og II]
- Completed conversion to Action Queue
- Cleaned up a lot of sloppy code
- To test ctw me - drop the wand, pick it back up repeat.
[OptimShi]
- Changed DatDatabase.AllFiles to a Dictionary<uint objectid, DatFile> (was simply a list List previously)
- Added a DatReader class for reading from the a Dat file. Only confirmed for client_portal.dat.
- Added some preliminary client_portal classes (CharGen, SetupModel, PaletteSet)
- Loads correct player data from Character Creation.
- Converted PortalDat.ExtractCategorizedContents to use DatReader for better export of raw files
[Ripley]
- Added MovementEvent Action Queue
- Changed GetNextSequence back to GetCurrentSequence for SequenceType.ObjectInstance
- Animations work again!
[Lidefeath]
- Fix GameActionType.QueryHealth to work across landblocks
[Ripley]
- Changed Position.Serialize to fix rotation issue #222
- Added DelayedTeleport and converted MarketplaceRecall and LifestoneRecall to use it.
- Using a lifestone recall command now uses mana as it did in retail.
- Added animation to using a lifestone.
[fantoms]
- Added visual effect and sound broadcasting in action queue processing.
- Added visual effect broadcasting to
Landblocks
. - Added
GameActionType
forApplySoundEfect
andApplyVisualEffect
.
[fantoms]
- Addded sound broadcasting to
Landblocks
.
[Zegeger]
- Added basic motion classes.
- Added current motion state to PhysicsData, which can now be sent in CreateObject messages.
- Updated GameEventUpdateMotion to use these new classes.
- Updated any areas that were affected.
- Basic Combat Stance changing. Can go into UA. For some reason, you can't get out right now.
[Lidefeath]
- Added weenie_creature_data for a few drudges.
- Deleted the old view vw_ace_creature_static and replaced it with vw_ace_creature_object, so creature object data and weenie data are in one view.
- Updated WorldDatabase to first read the static creature spawn locations and then the creature data.
- Added a debugcommand 'createstaticcreature ' to spawn a creature, add it to the landblock and save it in ace_creature_static_locations.
- Replace HandleQueryHealth in Landblock and LandblockManager with the new GameActionQueue mechanic.
- Hint: you need to import database/updates/world/005_vw_ace_creature_object.sql to get this all working.
[fantoms]
- Reversed the logic for distance checking, in the Queued Action code that @Mogwai introduced today on Item Usage for
Landblocks
owned Lifestones. - Changed the Lifestone usage text to be
Light Blue
. - Added
YourDeath
GameEvent. - Added
Die
GameAction. - Added
Player.Kill()
function, too initiate a player death. - Added
kill
admin/debug command for killing a player on the server. - Updated
SetCharacterPosition
, too set thecharacterId
andLandblockId
, when possible. - Added a message to @ls/@lifestone informing you, why you can't travel when if a Sanctuary Location has not been saved in the database.
[Zegeger]
- Got 9 CreateObject sequences in correct order and named according to client code.
- Changed many sequences over to SequenceManager.
[fantoms]
- Reworked Character
Positions
. Player.Location
,WorldObject/ImmutableWorldObject.Location
, andCharacter.Location
are now thePosition
instances for the respected Objects.- Fixed
DBDEBUG
constant output inDatabase
. - Simplified the
SetCharacterPosition
function. - Refactored
GetCharacterPositions
and addedGetCharacterPosition
(single get). - For function clarity, I updated the function name for
SaveCharacterPosition
in the Character Database Interface. - Fixed default a position issue by taking out values for an
InvalidPosition
. - Added a SIMPLE Lifestone
WeenieClassIds
enum, to check against when determining a lifetone object's capabilities. TODO: This should be changed when UseItem is built out further. - Updated comments on PostionTypes from @ogmage78's lifestonetie branch.
- Added GameAction for
TeleToLifestone
andUseItem
. - Added GameEvent for
UseDone
andTeleToLifestone
allowing @ls or @lifestone commands to work. - Added lifestone binding capabilities.
- Added data to the Character position that comes from the client in
GameActionMoveToState
and set theLocation
position type.
[Lidefeath]
- Fixed the creature data in the Database scripts, so the Drudge can finally spawn
[Mogwai]
- Added AppVeyor integration to build and run unit tests in ACE.Tests
- Rebased all Database scripts
- Updated readme to have FAQ section
[Mag-nus]
- Fixed the stuff Mogwai missed and/or broke.
[Zegeger]
- Fixed inbound packet combining
[Lidefeath]
- Add basic creature spawn tables to the database
- Load a static Drudge Sneaker Spawn near the Holtburg LS in Landblock.cs
[Jyrus]
- Add changes to ACE-World ace_object and weenie tables to widen the indexing restrictions to allow more fields to be used for unique indexing
- Add Portal weenie and object table data
[Mogwai]
- Velocity vector fixed
- Fixed protection level of weenie class in mutable world object.
[StackOverflow]
- SpellFactory + World Object Fixes and a real Vector3 - Improvements- AceVector
[fantoms]
- Added debug command to test positions.
- Changed SQL syntax to use BEFORE instead of AFTER for the
positionType
column, in thecharacter_positions
table. - Removed the github friendly enums from the
PositionTypes
. - Changed a log4net debug line.
- Changed the name class name
CharacterPositionType
toPositionType
- Reworked
Position.cs
with ORM.
[StackOverflow]
- Start of a SpellFactory + World Object Fixes and a real Vector3 - AceVector
[fantoms]
- Changed the Player.Position to Player.PhysicalPosition to match the Developer meeting video and Issue #166.
- Created
CharacterPostion
andCharacterPositionType
classes to store the Database types requested in Issue #166. - Added
CharacterPostion
ORM logic. - Built out helper extension functions to serve the
StartingLocation
, until we pull from the database. Also included an Invalid location as a default (0). - Changed the
character_positions
table and AddedpositionType
column. - Set the primary key to include
positionType
column. - Added
positionType
to required Critera forcharacter_positions
. - Added
CharacterPositionInsert
andCharacterPositionUpdate
to the Character Database. - Created
CharacterPositionInsert
andCharacterPositionUpdate
prepared SQL statements by utilizing theConstructStatement
function. - Added the required
positionType
clause to theCharacterPositionSelect
prepared statement. - Added a position update statement for updating the player position.
- Reworked GetPosition to include the
CharacterPositionType
. - Added function for getting a
CharacterPostion
from the database, requires a character Id andCharacterPositionType
. - Added logic to get location function to insert a location into the database, if not present.
- Reworked the UpdateCharacter and Update functions to save positions.
- Added functions for inserting new character positions on character creation.
- Added functions for saving/loading the character positions from the database on joining the World.
- Attempted to get log4net working properly and moved some code to logging.
- Added DBDEBUG project constant for debugging the database calls.
- Changed the
CharacterPositionSelect
prepared statement to aConstructStatement
.
- Updates after PR review: +
- Changed the
LoadCharacterPositions
to ORM OUT of the database. - Changed the introduced @save command to @save-now to avoid conflict
- Changed CharacterPositionType to PositionTypes and merged in Ripley's enums
- Changed PhyiscalPosition to Location
- Removed plural in function name for position types; broke the character loading
- Added database view for all list positions
- Added GetList statement for all positions
- Migrated GetPosition to GetLocation, Seporated Logic, added ORM calls on selecting data
- Moved the Character.Location to Character.CharacterPositions[PositionType.Location] dictionary
[Mogwai]
- Added changelog.md to clearly identify changes from 1 commit to another.
- Updated readme.md.
[Jyrus]
- Fixed remaning stylecop warnings
[Lidefeath]
- Added UpdateHealth GameAction and Event for Players
[fantoms]
- SQL syntax for inserts in statement construction
[Og II]
- Fixed bug in F748: Set Position and Motion
[Miach, fantoms]
- Check for null welcome message
[OptimShi]
- Fixed Model write order and some spelling errors
[fantoms]
- Renamed the new db statement constructor label
[Mogwai]
- weenies weenies everywhere. object structure pass 1